/*
 * Copyright (C) 2005-2011 MaNGOS <http://www.getmangos.com/>
 *
 * Copyright (C) 2008-2011 Trinity <http://www.trinitycore.org/>
 *
 * Copyright (C) 2010-2011 ProjectSkyfire <http://www.projectskyfire.org/>
 * 
 * Copyright (C) 2011 ArkCORE <http://www.arkania.net/>
 *
 * This program is free software; you can redistribute it and/or modify
 * it under the terms of the GNU General Public License as published by
 * the Free Software Foundation; either version 2 of the License, or
 * (at your option) any later version.
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software
 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
 */

#ifndef SC_SIMPLEAI_H
#define SC_SIMPLEAI_H

enum CastTarget {
	CAST_SELF = 0, //Self cast
	CAST_HOSTILE_TARGET, //Our current target (ie: highest aggro)
	CAST_HOSTILE_SECOND_AGGRO, //Second highest aggro (generaly used for cleaves and some special attacks)
	CAST_HOSTILE_LAST_AGGRO, //Dead last on aggro (no idea what this could be used for)
	CAST_HOSTILE_RANDOM, //Just any random target on our threat list
	CAST_FRIENDLY_RANDOM, //NOT YET IMPLEMENTED

	//Special cases
	CAST_KILLEDUNIT_VICTIM, //Only works within KilledUnit function
	CAST_JUSTDIED_KILLER,
//Only works within JustDied function
};

#define MAX_SIMPLEAI_SPELLS 10

struct SimpleAI: public ScriptedAI {
	SimpleAI(Creature *c); // : ScriptedAI(c);

	void Reset();

	void EnterCombat(Unit * /*who*/);

	void KilledUnit(Unit * /*victim*/);

	void DamageTaken(Unit *killer, uint32 &damage);

	void UpdateAI(const uint32 diff);

public:

	int32 Aggro_TextId[3];
	uint32 Aggro_Sound[3];

	int32 Death_TextId[3];
	uint32 Death_Sound[3];
	uint32 Death_Spell;
	uint32 Death_Target_Type;

	int32 Kill_TextId[3];
	uint32 Kill_Sound[3];
	uint32 Kill_Spell;
	uint32 Kill_Target_Type;

	struct SimpleAI_Spell {
		uint32 Spell_Id; //Spell ID to cast
		int32 First_Cast; //Delay for first cast
		uint32 Cooldown; //Cooldown between casts
		uint32 CooldownRandomAddition; //Random addition to cooldown (in range from 0 - CooldownRandomAddition)
		uint32 Cast_Target_Type; //Target type (note that certain spells may ignore this)
		bool InterruptPreviousCast; //Interrupt a previous cast if this spell needs to be cast
		bool Enabled; //Spell enabled or disabled (default: false)

		//3 texts to many?
		int32 TextId[3];
		uint32 Text_Sound[3];
	} Spell[MAX_SIMPLEAI_SPELLS];

protected:
	uint32 Spell_Timer[MAX_SIMPLEAI_SPELLS];
};

#endif
